[Guide] Adding doodads and WMOs to maps using Cryects tools and NoggIt -
10-10-2007
Introduction
Well, you're here today to learn, how to add models and wmos to your own land.
In order to do this, you should be able to modify land and moving doodads using NoggIt and have both, knowledge in NoggIt and at least the knowledge that Cryects cmd-tools exist.
If you're not, just stop reading this!
Well, since you read on, I think you at least know what this is about in general. You've built some great land and now want to add some trees and stuff. You have mastered NoggIt since at this point the abilities of NoggIt end in general.
You now need those mighty tools. There are two apps. "fileinfo" and "loadinfo". Those apps extract the model-dat out of a adt-tile.
fileinfo <adtfile> - writes the information into a textfile
loadinfo <adtfile> - writes the information about that tile in the textfile back into the adt.
You now know the basic usage of the two tools. But if you try to do it, you may be hit by a big wall of text and numbers. This is what this guide tries to explain.
Lets see what we got, if you get the fileinfo of a blizzard-adt. Some stupid example: BlackwingLair_33_46.
Because of the massive amounth of doodads there i cut some pieces out. The " , " are tabs, this forum wont display them.
You see, both times a running number in front and then a filename. Thats it.
The first number HAS to be a number that has NOT been used before. I'm not sure if it has to be x = x+1 but you always should do that.
So to add a new model in there (or in your own file), we add a new filename:
Quote:
MMDX , n+1 [...] x , world\azeroth\westfall\passivedoodads\deadcow\deadcow.mdx
The important thing is that we increase the count of the block-entries too!
For WMOs it'd be the same. Also be sure, that you always reference the files as .MDX!
Pretty self-explaining, eh? :P
Lets start. The first number is the count from above again. This time, there may be several entries for the same model! So you can use one model more than one time! Just add another entry.
Well, the other numbers ... The second one: A unique number for every entry in the maps! Just try high numbers there. >800000 shouldn't be used anywhere. It really has to be unique in at least that tile and the ones on the edges.
So we get 3 floats. That is the position! In the order X, Y, Z where Y is up to the sky. (Or X, Z, Y for z-up systems!).
This position is global. Which means not limited to that tile. This is the reason you can drag the doodads on the shore on your tile. They are defined absolute!
You will have to get a position that is somewhere on your tile. Just do that by getting there with NoggIt and reading the coords on the bottom left side.
Then the rotation. A, B, C. If you dont know, what this means, just do that in NoggIt afterwards.
Size. 1024 is standart. You can do that again in NoggIt too.
Lets add our new model added above.
You remember?
Quote:
x , world\azeroth\westfall\passivedoodads\deadcow\deadcow.mdx
Well ... Get a new one:
Quote:
x , 800000+t , x , y , z , 0.0, 0.0 , 0.0 , 1024
Yay, variable time!
x = x. Same as the used above.
t = random number. Just get that field to some high value.
x, y, z - your position.
Be sure you always use that unique ID and floats! That means those ".0"s.
WMOid, uniqueID, x, y, z, a, b, c, lowerext_x, lowerext_y, lowerext_z, upperext_x, upperext_y, upperext_z, size.
Wait... lowerext_*? upperext_*? size = 0?!
Uhmk ...
well, first: the size is not the size. Its the used doodad-set.
doodad-set? ... You ever wondered, where all those things in the houses come from in the inns etc? They aren't placed indiviually each time. That are those doodad-sets. They define a set of doodads that is shown in that WMO. A WMO can have more than 1 doodad-set. That just depends on the used WMO.
To have a look on them, just open the WMO in the modelviewer. You can choose the set there. The standart one is 0. k?
so the *ext_* ... that thing is a bit strange ...
Its used for WoW to have some reference, where that WMO is since its not just a single point. The problem there is: You don't know those values. So you just fill in some number that nearly matches the x, y and z but wont be the same. Just do it +-1.0 .. That works most of the time.
I hope you've understood all that info. If not, just get your questions in here. I'll answer them as long as they aren't dumb and by dumb I mean answerable from common knowledge.
Re: [Guide] Adding doodads and WMOs to maps using Cryects tools and NoggIt. -
10-11-2007
Uhm, Fault - I posted this on a question in the requests forum and thought typeing such a huge post in >30 minutes would be worth getting released as guide. I did not intend to destroy your work or something like that.
Re: [Guide] Adding doodads and WMOs to maps using Cryects tools and NoggIt.
Re: [Guide] Adding doodads and WMOs to maps using Cryects tools and NoggIt. -
10-11-2007
"PlurTV" ... I just wrote that to answer a single question someone got here. After the 40 minutes I wrote it was just that much, that it wouldnt be good to just let it die somewhere...
Re: [Guide] Adding doodads and WMOs to maps using Cryects tools and NoggIt.
Re: [Guide] Adding doodads and WMOs to maps using Cryects tools and NoggIt -
10-11-2007
Schlumpf I got a question seeing as I still cant get this consistantly working, I'm working on a private island with "AZO" and i was working on adding the tree's heres what I got so far, just adding a few to start, but it wont work.